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Old Sep 30, 2011, 09:30 PM // 21:30   #21
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Quote:
Originally Posted by KairuByte View Post
Command lines wouldn't matter either way, since TexMod would hook into games as they are detected, and would not need to run the game directly.

Example: Start TexMod, it loads in the system tray. Start Guild Wars, TexMod automatically picks it up and hooks it.

No more need for command line support.
It'll be interesting to see how this works when using it alongside GWMultiLaunch
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Old Sep 30, 2011, 10:29 PM // 22:29   #22
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Originally Posted by Intrinsic View Post
It'll be interesting to see how this works when using it alongside GWMultiLaunch
Since the multiple clients will be separate of each other, it should run without issue since the original data isn't changed by TexMod. Don't quote me on this, but it will most likely work. :P
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Old Oct 06, 2011, 02:23 AM // 02:23   #23
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I've been watching this thread for a little whiles now and I was wondering if there's any update on the authors progress or if he has set up some sort of blog/website i could check out.
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Old Oct 06, 2011, 01:20 PM // 13:20   #24
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To my knowledge he doesn't have anything set up. I'll be sure to ask.

There is a lot of work needed to be done before he can release anything. The way DX10 and DX11 handle textures, he needs to find an efficient and global way to handle their hashing and dumping. He can't easily release anything until he has those two done, or when he does all packages created with the older version would be invalid because their hashing would be incorrect.
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Old Oct 07, 2011, 09:57 PM // 21:57   #25
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The old hashing system sucked a million camel dicks anyway, although this might have been in part to the assbackwardsness of the way clothing and skin textures are generated.
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Old Oct 09, 2011, 06:34 AM // 06:34   #26
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If you are into this sort of thing... I am not... check out 3D Ripper DX. It has the ability to leech the mesh and textures into a Direct X snapshot of the game. You are therefore indirectly capturing through Direct X and not the game itself.

The textures are saved in dds format. Easy to manipulate using the Gimp. From what I have read the Texmod does the reverse and pastes your custom texture on for you to see. That is mainly why I don't bother, no one else can see my artwork.

==Update 10/14/2011==

I couldn't help but notice that you were looking for the source code on TexMod?

Open TexMod is available from here. And you can freely download and/or develop the latest alpha version. The source code directory is http://texmod.googlecode.com/svn/trunk/

I tried to run the latest alpha and it gave me some DLL error code. I am NOT a programmer so this as far as I got. Hope that helps you guys!

Last edited by MMO Player; Oct 14, 2011 at 10:45 PM // 22:45..
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Old Dec 09, 2011, 10:20 PM // 22:20   #27
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is this going to come out soon ? cause once gw2 starts no one will use it anymore.
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Old Dec 12, 2011, 02:16 PM // 14:16   #28
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how bout this as suggestion:

autoloads a certain game exe and selects logging mode in texmod silently and exits texmod silently when i exit the game, would be mucho appreciated

p.s:

dx10/11

is a must!!! bring it!
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Old Dec 12, 2011, 10:14 PM // 22:14   #29
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if this is the "official" texmod thread could we get the creator to post here because this project seems dead as a door nail, other then this guy saying he can get into contact with him. so making suggestions here seems no good
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Old Dec 13, 2011, 02:05 PM // 14:05   #30
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it could be a trap xD
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Old Dec 13, 2011, 07:02 PM // 19:02   #31
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To my knowledge RS is still developing the next version of TexMod, which will support Directx 10 and 11. He stated to me some nice features. But I don't have a clue when a beta will be downloadable.

Well lets wait or look for an alternative project *broad hint*
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Old Dec 18, 2011, 02:21 AM // 02:21   #32
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I don't think RS knows of this thread, but I'll point him here.

It's official because I am actually in contact with the Dev through email. There is no real way for me to prove that, because even if he does post here, there is no way for you to verify it is really him.

He is working on it. There is a lot to do last time I talked to him which was about a month ago. He has to figure in DX10/11 properly, not to mention a GUI and the proper communication. This isn't something that can be rushed, and as a programmer I wouldn't want him to rush it at the risk of him getting frustrated and pushing it aside.

Be patient. At this moment you have a working alpha version from years ago.

Lets just be glad he has resumed work.
Quote:
Originally Posted by ROTA View Post
To my knowledge RS is still developing the next version of TexMod, which will support Directx 10 and 11. He stated to me some nice features. But I don't have a clue when a beta will be downloadable.

Well lets wait or look for an alternative project *broad hint*
Alternative projects have been started and abandoned. Unfortunately.

EDIT: Just noticed yours, lol. Haven't been keeping an eye out on GW lately, so wasn't aware of it. Looks promising! Can't wait to see the code behind it.

One question, why google code?

Last edited by KairuByte; Dec 18, 2011 at 06:14 AM // 06:14..
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Old Dec 18, 2011, 03:27 AM // 03:27   #33
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uMod works and exists
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Old Jan 18, 2012, 11:09 AM // 11:09   #34
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any news ? .
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Old Jan 21, 2012, 12:14 PM // 12:14   #35
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Quote:
Originally Posted by KairuByte View Post
One question, why google code?
I did not start the project. It was started a year earlier. I thought, that the programmers in the development (google mail)-group would help me developing, if would upload a really early alpha version. Thus I joined the project and uploaded the code, but it seem that I thought wrong, since no one started to write some code for the project.

And now uMod is known under this address, thus I don't like to change the code-hoster and google code has all the feature I need.
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Old Jan 24, 2013, 09:06 AM // 09:06   #36
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So is there anything going on with this or is it dead?
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Old Jan 31, 2013, 10:20 PM // 22:20   #37
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To be honest I'm not sure.

The dev did not respond to my last emails so I can only assume he lost interest again. But he may be continuing work.
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